The WoW Factor: A Virtual Ethnographic Study of Sacred Things and Rituals in World of Warcraft.
Veröffentlichungsdatum
2015
Autoren
Zusammenfassung
This paper describes the method of complete participant observation-style virtual ethnography and how it was used to study sacred objects and rituals in the virtual world of Azeroth, from the massively multiplayer online role-playing game (MMORPG) World of Warcraft (WoW). Drawing heavily from the work of Hine (2000), Gold (1958), and Durkheim (1912), and utilizing a case study of the author's MA thesis titled The WoW Factor: The Development of Social Solidarity in Azeroth, this paper provides a detailed description of the unique challenges that a researcher must overcome when planning, and carrying out, an ethnographic study in an MMORPG. Key topics of discussion include: ethical considerations and concerns, recording observations through the use of video-capture and screen-shots, the importance of maintaining the proper balance between being an 'insider' and an 'outsider', and spatial and temporal displacement between the virtual and the real.
Schlagwörter
virtual ethnography
;
World of Warcraft
;
social solidarity
;
MMORPG
;
gamevironments
Institution
Fachbereich
Dokumenttyp
Artikel/Aufsatz
Zeitschrift/Sammelwerk
gamevironments
Band
2
Startseite
1
Endseite
24
Seitenzahl
24
Zweitveröffentlichung
Nein
Sprache
Deutsch
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00104728-1.pdf
Size
2.93 MB
Format
Adobe PDF
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